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Skin modifier
show user profile  azaratur
I created a nude charachter, then i animate it, now i need to dress it but when i try to enter in vertex, edge, face, or polygon of the mesh "he" say to me that this way i lose the skin modifier or better i don't lose it but If i move the bone they are not attached at my mesh at all..
And here is the question: I want give the possibility to change cloth than must i insert de skin modifier (and weight too) for EVERY cloth????

read 1130 times
4/27/2008 11:12:39 AM (last edit: 4/27/2008 11:12:39 AM)
show user profile  momin
slightly confusing question, not sure if i understood you, but if you want to animate cloth, there are a few ways of adding dynamics to cloth without the skin modifier. but im not sure if thats what you are asking


read 1124 times
4/27/2008 11:23:16 AM (last edit: 4/27/2008 11:23:16 AM)
show user profile  azaratur
No. I create a charachter (for a video game) now it's completly naked, i create all the animation with the skin modifier (the extension of the file i use does not accept physique), now i need to add cloth or hair (without hair and fur too many poly), but i can't enter in the submenu of my charachter (vertex,edge, etc.) without compromising the skin modifier..
What i can do? I can't reinsert the skin modifier every time for every dressed char..

Aza
read 1110 times
4/27/2008 12:28:24 PM (last edit: 4/27/2008 12:28:24 PM)
show user profile  Dave
If it's for a game, ideally you'd model the clothes on, and at no point have a naked character. Unless this particular character gets naked in the game?

For example, take a look at any game character, and look at their clothing. If you think there's 'skin mesh' underneath, you'd probably be wrong 99% of the time.

"I flew over Egypt once"

read 1102 times
4/27/2008 12:51:32 PM (last edit: 4/27/2008 12:51:32 PM)
show user profile  Jollabollathan
Why do you need to go into the Edit poly level of your character mesh to add clothes? If you've modelled the character naked with a view to adding clothes later, they should be a seperate object.

And just use the skin wrap modifier to make them conform to the character mesh. You can even convert it back to skin automatically so it'll work in game engines (there's a brilliant vid tutorial on the Autodesk website, part of the "New features in Max 8" set or something).

read 1097 times
4/27/2008 1:07:01 PM (last edit: 4/27/2008 1:11:06 PM)
show user profile  azaratur
I created a naked man, because i want give the possibility to choose what you wanna dress.. (like oblivion style)
The problem is if i want put an armor, i need to remove the upperbody but not the head.
There is a way to don't lose the skin of the lowerboby?
I am sorry i am a programmer not a graphic than i can't find better way to explain me.

Aza
read 1085 times
4/27/2008 1:12:59 PM (last edit: 4/27/2008 1:12:59 PM)
show user profile  Headphones_John
Armour, clothes, weapons in Oblivion are seperate objects.
They are not attatched to the skin at all, so no need to access the naked models verts/edges/polys ----------

Website is permanently under construction

http://www.hpjohn.com

read 1066 times
4/27/2008 4:46:54 PM (last edit: 4/27/2008 4:46:54 PM)
show user profile  azaratur
Wow.. a lot of work for nothing..
In what way they animated it?
I am sorry i am a newbye in graphics..

Aza
read 1043 times
4/28/2008 1:26:42 PM (last edit: 4/28/2008 1:26:42 PM)
show user profile  Jollabollathan
Did you read my post?

Use the Skin Wrap modifier, which will make the clothes automatically conform to the deformation of the character. If necessary for the game engine, use the built in "Convert to skin" function of skin wrap to replace it with a skin modifier

This will work for any soft items of clothing (e.g. cloth). For rigid bits like armour plates skinning or re-skinning them manually will be trivial.

read 1032 times
4/28/2008 5:50:04 PM (last edit: 4/28/2008 5:50:04 PM)
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